# example # # critical_parts = { # # name_of_part = { # also used in localization # # icon = "GFX_icon_name" # icon name as gfx # frame = 1 # icon frame # # stat_penalties = { # hg_attack = -0.1 # applies to stat as factor. if multiple instances of same part is damaged, applies the sum of them as factor # } # # modifier = { # added as a modifier to ship and used in places that asks for modifier. if multiple instances of same part is damaged, applies the sum of them as modifier # navy_org_factor = -0.5 # } # # str_damage = 0 #extra str damage # org_damage = 0 #extra org damage # # str_damage_multiplier = 1 #str damage multiplier of attack # org_damage_multiplier = 1 #org damage multiplier of attack # # chance = 1.0 # chance for this part to get damaged among all other parts # base_damage_instance = 1 # number of base damage instances, the first time this critical part is added to the ship (through sub unit type or a module), this will be used to represent how many times it can get damaged # # -1 can be used for infinite times # damage_instance_per_added_module = 1 # once base_damage_instance is added, each additional instances of modules with same critical part will increase the damage instances by this amount # max_damage_instance = -1 # max number of damage instances, the part won't be able to damage above this number. use -1 for infinite max # } # # } critical_parts = { damaged_heavy_guns = { icon = "GFX_default_critical_damage_icons" frame = 2 stat_penalties = { hg_attack = -0.5 } base_damage_instance = 1 damage_instance_per_added_module = 1 max_damage_instance = -1 } damaged_light_guns = { icon = "GFX_default_critical_damage_icons" frame = 3 stat_penalties = { lg_attack = -0.5 } base_damage_instance = 1 damage_instance_per_added_module = 1 max_damage_instance = -1 } damaged_secondaries = { icon = "GFX_default_critical_damage_icons" frame = 3 stat_penalties = { lg_attack = -0.25 } base_damage_instance = 1 damage_instance_per_added_module = 1 max_damage_instance = -1 } damaged_torpedoes = { icon = "GFX_default_critical_damage_icons" frame = 4 stat_penalties = { torpedo_attack = -0.5 } base_damage_instance = 1 damage_instance_per_added_module = 1 max_damage_instance = -1 str_damage_multiplier = 1.25 org_damage_multiplier = 1.25 } destroyed_ammo_storage = { icon = "GFX_default_critical_damage_icons" frame = 5 stat_penalties = { hg_attack = -0.7 lg_attack = -0.7 torpedo_attack = -0.7 } chance = 0.1 str_damage_multiplier = 10 org_damage_multiplier = 10 } on_fire = { icon = "GFX_default_critical_damage_icons" frame = 6 modifier = { navy_org_factor = -0.5 naval_morale_factor = -0.8 } org_damage = 5 org_damage_multiplier = 2 } broken_propeller = { icon = "GFX_default_critical_damage_icons" frame = 7 modifier = { naval_speed_factor = -0.9 } chance = 0.5 org_damage_multiplier = 0.5 str_damage_multiplier = 0.5 } rudder_jammed = { icon = "GFX_default_critical_damage_icons" frame = 7 modifier = { naval_retreat_chance = -0.9 naval_speed_factor = -0.5 } chance = 0.25 org_damage_multiplier = 0.25 str_damage_multiplier = 0.25 } ballast_tanks_inoperable = { icon = "GFX_default_critical_damage_icons" frame = 7 stat_penalties = { sub_visibility = 0.66 } org_damage_multiplier = 0.25 str_damage_multiplier = 0.25 } leaking_pressure_hull = { # Happens on the unit - Submarine icon = "GFX_default_critical_damage_icons" frame = 14 stat_penalties = { sub_visibility = 0.66 } modifier = { naval_retreat_chance = -0.4 } org_damage_multiplier = 0.25 str_damage_multiplier = 0.25 } battery_leak = { # Happens on the unit - Submarine icon = "GFX_default_critical_damage_icons" frame = 6 stat_penalties = { sub_visibility = 0.33 } modifier = { naval_retreat_chance = -0.4 } org_damage = 5 org_damage_multiplier = 2 } jammed_torpedo = { # Happens on the module icon = "GFX_default_critical_damage_icons" frame = 4 stat_penalties = { torpedo_attack = -0.5 } base_damage_instance = 1 damage_instance_per_added_module = 1 max_damage_instance = -1 } broken_diesel = { # Happens on the module icon = "GFX_default_critical_damage_icons" frame = 10 modifier = { naval_speed_factor = -0.6 } org_damage_multiplier = 0.5 str_damage_multiplier = 0.5 } damaged_flight_deck = { # Happens on the unit icon = "GFX_default_critical_damage_icons" frame = 6 modifier = { sortie_efficiency = -0.5 } org_damage_multiplier = 0.5 str_damage_multiplier = 0.5 } broken_bilge_pump = { # Happens on the unit icon = "GFX_default_critical_damage_icons" frame = 15 modifier = { naval_speed_factor = -0.2 } } shortcircuited_radar_1 = { # Happens on the module icon = "GFX_default_critical_damage_icons" frame = 4 stat_penalties = { surface_detection = -5 } } shortcircuited_radar_2 = { # Happens on the module icon = "GFX_default_critical_damage_icons" frame = 8 stat_penalties = { naval_light_gun_hit_chance_factor = -0.025 naval_heavy_gun_hit_chance_factor = -0.025 surface_detection = -7 sub_detection = -2 } } shortcircuited_radar_3 = { # Happens on the module icon = "GFX_default_critical_damage_icons" frame = 8 stat_penalties = { naval_light_gun_hit_chance_factor = -0.05 naval_heavy_gun_hit_chance_factor = -0.05 surface_detection = -12 sub_detection = -6 } } shortcircuited_radar_4 = { # Happens on the module icon = "GFX_default_critical_damage_icons" frame = 8 stat_penalties = { naval_light_gun_hit_chance_factor = -0.1 naval_heavy_gun_hit_chance_factor = -0.1 surface_detection = -18 sub_detection = -14 } } leaking_snorkel_1 = { # Happens on the module icon = "GFX_default_critical_damage_icons" frame = 9 stat_penalties = { sub_visibility = 0.07 } } leaking_snorkel_2 = { # Happens on the module icon = "GFX_default_critical_damage_icons" frame = 9 stat_penalties = { sub_visibility = 0.13 } } leaking_fuel_tanks = { # Happens on the module icon = "GFX_default_critical_damage_icons" frame = 12 stat_penalties = { sub_visibility = 0.66 naval_range = -750 } org_damage_multiplier = 0.25 str_damage_multiplier = 0.25 } coolant_loss = { # Happens on the module icon = "GFX_default_critical_damage_icons" frame = 13 modifier = { naval_speed_factor = -0.8 } org_damage_multiplier = 5 str_damage_multiplier = 3 base_damage_instance = 1 max_damage_instance = -1 chance = 0.1 } fire_direction_breakdown = { # Happens on the module icon = "GFX_default_critical_damage_icons" frame = 11 stat_penalties = { naval_light_gun_hit_chance_factor = -0.1 naval_heavy_gun_hit_chance_factor = -0.1 } } }